AltBeacon: Start a beacon on android - ibeacon

Is it possible to create an AltBeacon (so start advertising) on Android with the official Android AltBeacon library?
https://github.com/AltBeacon/android-beacon-library
Much like we can create an AltBeacon using the iOS libray and start advertising (https://github.com/CharruaLab/AltBeacon) can advertising be achieved on Android 4.3+ ?

Yes, you can use the Android Beacon Library to transmit, but it requires Android L and is not possible with Android 4.3. See the sample transmitter app here:
https://github.com/AltBeacon/altbeacon-transmitter-android
This sample app is based on a branch of the library that targets the new Android L operating system and provides a BeaconTransmitter class. Once Android L is released, this branch will be merged into the official release of the library.
The reason transmitting requires Android L is because Android 4.3 does not support BLE Peripheral mode needed to transmit as a beacon.
It is also important to note that the iOS AltBeacon project from CharruaLabs Lab mentioned above is completely independent and uses a different incompatible transmission format.

Related

How can I check if a DJI aircraft is ready for takeoff?

I have an app running on IOS (Swift) using the DJI mobile SDK. At the moment, I still need to use the dJI GO app to determine if the aircraft is ready for takeoff (not in a no fly zone, compass is calibrated, etc.). Is there a way to see those issues from the SDK?
If you are using the iOS UXSDK this is already built in using class DUXPreflightChecklistManager and you can find sample code here: Mobile-UXSDK-iOS >DULPreflightChecklistManager. If you do not want to use the UX iOS SDK and want to build your app purely from the iOS SDK then you will need to find each api for the features included in a preflight and build your own logic to have them do a check and throw errors at the startup of the RC and aircraft. For example: class DJIBattery, flyZoneManager or isFirmwareVersion:newerThanVersion

How to use SDK of SmartEyeglass in "Xamarin"?

I would like to use Xamarin software as developing "Smart eye glass" which is Sony products.
I am wonderring that "sony_smarteyeglass_sdk_v1.5" is allowed to use in "Xamarin"?
I know that "AndroidStudio" is compatible with Sony products(Smartglass).
The SmartEyeglass SDK is really just a set of java libraries for Android that give you the correct interface to the SmartEyeglass device. All of the code runs on the Android device and therefore you have access to any functionality that any other Android app has.

Will Google Tango Unity SDK (Camera Motion Tracking part) be extended to other phones?

Would the camera tracking functionality would of Google Tango Unity SDK become compatible to IOS?
Project Tango SDK are developed based on Android. I don't think it is compatible to ios.
also The SDK right now only works for Project Tango Device only.
other Android device also won't work
IOS is not going to happen, since this is native to Android. But to expand on your question, google is trying to make this into a mass market consumer product, but it's a really slow process. This is on of the most recent and helpful news stories I found on the topic
http://www.engadget.com/2015/05/29/google-qualcomm-project-tango-phone/

iBeacon app for android and IOS doubts

I'm trying to learn something about iBeacon and I have a question:
As far as I understood Apple provides API in order to develop iBeacons app since IOS7, but for android how does it work? The only thing I found is that It works only from version 4.3 (Is it correct?) But are there any sdk or library to use?
Yes, you can use the open source Android Beacon Library, which gives Android the same basic capabilities to detect and transmit as beacons as provided by CoreLocation on iOS devices. This library is designed to be vendor neutral, and works with a wide variety of beacons. There are also a number of proprietary Android SDKs offered by beacon manufacturers, some of which harness special features that only work with those beacons.
The main thing to understand on Android is that while 4.3+ devices can all detect Bluetooth LE transmissions, there is no native beacon framework, and working with beacons typically requires quite a bit of logic beyond reading the Bluetooth LE packets they send out. As a result, Android beacon apps typically bundle a small library like mentioned above with the app to provide beacon detection and/or transmission capability.
Full disclosure: I am the lead developer for the Android Beacon Library.
You can use as well kontakt.io Android SDK which handles Beacons with IBeacon profile. In the latest release some optimizations in terms of battery consumption were made. Additionally, it supports filtering and modes (Android Lollipop and upwards) according to which scan is performed (explanation in brief here).
To start, visit http://docs.kontakt.io/android-sdk/quickstart/ and follow the instructions.
There is a sample app demonstrating SDK functionalities here. I suggest observing the project as it is the first place where new changes are being introduced.
As #davidgyoung pointed, there is no native framework for IBeacons in Android at the moment.

Do the Android and iOS versions of OpenTK have the same API?

I'm trying to get into mobile game development with Xamarin; I am using OpenTK for rendering.
My plan is the following:
1. Make a shared library that is actually the game (and has all openTK code).
2. Make a a runnable project for iOS and Android that handles platform specific stuff (e.g. popping up alerts) and uses my shared library.
Is this possible with openTK? Does it have exactly the same API on iOS and on Android, just the linked library is different? If yes, how to avoid code duplication?
Your approach sounds very reasonable and will work with a little bit of effort.
The reason is that Xamarin.Android and Xamarin.iOS were forked from an alpha version of the library and have evolved slightly different APIs. Much of the OpenGL ES binding is identical, but some functions have annoying (and unnecessary) differences that you will need to #ifdef in your shared library.
The good news is that the Xamarin fork of OpenTK has now been open-sourced, so we are actively working towards a solution. I already have a private build of library that exposes an identical OpenGL ES API between Android and desktop platforms[1] and I'm working on fixing the differences between the iOS and Android versions.
You can follow the development of OpenTK in the official github repository.
[1] You can execute OpenGL ES code on the desktop using ANGLE or the ARB_ES2_compatibility and ARB_ES3_compatibility extensions. This makes OpenGL ES the first graphics API to work across all major platforms (Windows, Linux, Mac, Android, iOS - and hopefully WinPhone in the future.)

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